Are you trying to use the Paint membership tool?, just to make sure you are using the right one> look near the bottom of the screen where it says MEL and type EditMembershipTool; into the empty box beside it (it is case sensitive). This will make the Edit Membership tool active, you can now select a bone and CTRL-left…
I did but will try again when i go home. I think if it has different number of verts the "load UV" function does not work. I unchecked "preserve custom attributes" and it fixed SOME but still keeps creating weird seams when i collapse it. Now it creates the seams in different places, actually I also tried reseting xform,…
1) perfect! 2) you're right : ( but now i see if I convert my disc into an ISO image and then remove the ei.cfg file from it, It will then become a universal disc for all windows editions. And will prompt you to pick an edition during setup given you have a proper key already, which will allow me to use the current…
It's incredibly offensive??? Yeah yeah it might be 'the real world', but some people reading this dropped tens of thousands on their game art education, only to read this cock-mongers ten steps to ripping off an artist. <3 +1 Though I kept reading. I hope this knob-jockey's real name gets out and he's blacklisted for life.…
Threw the balance off a little with the staff getting painted in. Going to work on the values and see if I can balance out focus a little more. getting closer to happy with this design. I feel that once I resolve the simple shapes on the cape a sketch should be enough for the front design and the bag should click into…
i did a nicer render as that last one was pretty nasty, still learning to use polypaint for presentation, still don't even know if i should bother crudely polypainting skin tone at all, or whether i should just rely on flat mat cap renders. might just do both if i use this on my website or what have you... gunna reduce the…
Thanks guys :) I was gonna post this when the west coast polycounters were getting settled at home for the evening, but couldn't resist! I overhauled the wood a great deal and am releasing it for free. It's much more efficient, and despite the pattern taking some doing it totally paid off! There's some ideas in my head for…
I haven't had a chance to test in UDK myself but try this: (if using max) throw an edit normal modifier on the grass, select all the normals and drag them upwards then do this (clipped from UDK news). "Custom Normals with FBX * FBX importer now supports custom vertex normals * This is useful for 'combing' vertex normals on…
Actually what is the problem? What I can tell is that just a shadow stepping issue which not noticeable on the screenshot with normal map on. Also, how big the object is? Cus I think if you apply a complete texture map + everything else ion the scene, the issue is not gonna be noticeable. Regarding what you can do to fix…
Been spending the whole day turning the wall material into a decal using substance designer, but when exporting the sbsar file I have a little problem with the opacity map. In SD the map seems perfectly black and white, but in UE4, the white part of the mask appears to be not-so-white, resulting in the decal being much…